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/*
 * Copyright 2022 Frederico de Oliveira Linhares
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

#version 450
#extension GL_ARB_separate_shader_objects : enable

layout(location = 0) in vec3 in_position;
layout(location = 1) in vec3 in_normal;
layout(location = 2) in vec2 in_texture_coord;


layout(location = 0) out DataTransferObject
{
  vec4 frag_color;
  vec2 frag_texture_coord;
  vec3 normal;
} out_dto;

layout(set = 0, binding = 0) uniform UBOViewProjection
{
  mat4 view;
  mat4 proj;
  vec4 ambient_color;
} ubo_view_projection;

layout(set = 1, binding = 0) uniform UBOModelInstance
{
  mat4 instances[128];
} ubo_model_instance;

void
main()
{
  gl_Position =
      ubo_view_projection.proj * ubo_view_projection.view *
      ubo_model_instance.instances[gl_InstanceIndex] * vec4(in_position, 1.0);
  out_dto.frag_color = ubo_view_projection.ambient_color;
  out_dto.frag_texture_coord = in_texture_coord;
  out_dto.normal = mat3(ubo_model_instance.instances[gl_InstanceIndex]) *
    in_normal;
}